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SUPERHOT: The Card Game
20m - 40m
1 - 3 Players
Ages 12+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
18.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
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Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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attackofmilk
[co-op deckbuilder, 1-3p] ==2018/09/26== Gave to Matt V to sell. ==2018/09/14== Just taught the game to Noah. He grasped the flow of the turns quickly, which surprised me. I took a lot longer to learn how the game worked because the manual was so bad. The game was "meh". Decisions were boring and obvious. The game didn't have enough meat on it to discuss anything, and I felt like saying anything at all about the game turned into quarterbacking. We got a handful of turns into the game, and then we looked at each other and said "not feeling this" and put the game away. The game runs SUPER LONG for how simple it is. Less awful than Legendary, but still bad. ==2018/05/27== After playing Marvel Legendary, I really respect SuperHOT. SuperHOT has the complexity in the right places. In Legendary, it's really hard to play your hand. You have to remember which card has which bonuses, and when the bonuses are active. In SuperHOT, the card is just 2 attack, always. Also, in Legendary, the choice of what to buy or attack is really simple. In SuperHOT, the choice of how to use your hand is interesting. The game still takes too long (45 min for 2 levels), but maybe that's because I'm playing too safely rather than prioritizing the goals. I've decided that there's no shame in stopping the game after completing Level 1 or Level 2, even though the rules require finishing Level 3. (The rules suggest a variant where you can continue on to Level 4 and up, so shortening the levels seems fair.) This game would be a point higher (from a 6 to a 7) if it didn't take so long. I think a variant where you play one level a sitting, but skip straight to Level 3 would be fun. ==Dec 2017 (ish)== I don't like playing co-ops alone. Part of my dislike for this game is that I've never played it with people before. I do like the game, but only enough to bring out once a month at most. I enjoy the core game loop; it's fun and different from anything else I know of. While the different goal cards add some uniqueness, the core game never fundamentally changes. I've also found that the game outstays its welcome too easily, with 1-hour sessions being common. The goal cards often add too much administration. One goal might say "Destroy 6 dudes", and I have to remember to move the tracker every single time I perform those actions. The goal cards are all so different that its easy to forget to take care of them when I progress on them. The Kickstarter version's insert is... okay. The bullet tokens just fall out of their insert when the box is upright. (The bullet tokens also are too big to track the goals properly; a standard cube shape would've been better.) Also, the insert is just two card wells. It takes a good deal of thought to figure out how best to organize the cards in each well. (The finger slots beside each card well are awesome, though.) Setup and teardown might be easier if the cards were just all stacked with dividers (a la Trains). The rulebook should be organized better.
chearns
The base game is a little simple. Without a clock, once you get a hang of the card movement, it seems impossible to lose, which makes decision making trivial and dull. However, at that point I switched to a seven card timeline and the game became far more difficult and far more interesting.
Bursar
With player mat. Despite chanting "SUPER. HOT. SUPER. HOT." over and over, this game feels rather slow. I suspect you need to memorize all the types of enemies and abilities in each deck before you stand a chance of actually winning. Even in slow-mo, ain't nobody got time for that.